Tales From the Minus Lab
Project Details and Thoughts
Tales from the Minus Lab was my final game project as a USC student, and it was also my largest. Although most of my peers in my major entered this project course as a programmer, I decided at the time to enter as an artist, specifically a 2D artist. I wanted to continue to practice and improve upon my artwork and gain more experience drawing concepts and assets for games. However, as I was still a Computer Science student, I kept my ears open to my peers and friends as they worked on their parts of the game so I would at least know what was going on in the programming side of the project.
The game would take place in an open-world environment that consists of a single room in a house, but because the player can shrink and grow at will, this room becomes large or small depending on how big the player is. The game was made using a custom-made engine based on OGRE, and had over 20 members in the team.
The game would take place in an open-world environment that consists of a single room in a house, but because the player can shrink and grow at will, this room becomes large or small depending on how big the player is. The game was made using a custom-made engine based on OGRE, and had over 20 members in the team.
Concept Artist
My first task was to work with the lead artist and start drawing up concepts for the game's environment. Things such as items that would appear in the world environment, the layout of the room, and the look of the different levels were all researched and discussed. I learned a lot about the process that concept artists go through to successfully brainstorm and come up with good ideas, and how to keep track of them before starting to draw. I was very grateful to the lead artist for teaching me all sorts of tips that helped speed up the process.
My first task was to work with the lead artist and start drawing up concepts for the game's environment. Things such as items that would appear in the world environment, the layout of the room, and the look of the different levels were all researched and discussed. I learned a lot about the process that concept artists go through to successfully brainstorm and come up with good ideas, and how to keep track of them before starting to draw. I was very grateful to the lead artist for teaching me all sorts of tips that helped speed up the process.
UI Artist
My final task that continued for the remainder of the project was to design and draw the game's UI. This included the main HUD, the screen icons and cursors, and the title screen menu. I first drew the title screen on my own using Photoshop and PaintToolSAI, then I worked with lead UI designer and the UI programmer to figure out how the game's HUD would look and feel like. I coordinated with them as well as the lead artist to design and create the UI assets that would finally be implemented in the game. During this time, I learned how to use Adobe Illustrator for the first time to create vector assets for the best-looking art possible to transition into the game engine. However, most of the time I used Photoshop and SAI to create the base assets first before refining them.
My final task that continued for the remainder of the project was to design and draw the game's UI. This included the main HUD, the screen icons and cursors, and the title screen menu. I first drew the title screen on my own using Photoshop and PaintToolSAI, then I worked with lead UI designer and the UI programmer to figure out how the game's HUD would look and feel like. I coordinated with them as well as the lead artist to design and create the UI assets that would finally be implemented in the game. During this time, I learned how to use Adobe Illustrator for the first time to create vector assets for the best-looking art possible to transition into the game engine. However, most of the time I used Photoshop and SAI to create the base assets first before refining them.
Other Tasks
Besides my concept and UI work, I also did a few minor tasks such as modeling and texturing some small environmental objects, and creating textures for others. I modeled and textured an old wireless phone, and an electrical breaker using Maya 2011. I also created textures for in-game paintings.
Besides my concept and UI work, I also did a few minor tasks such as modeling and texturing some small environmental objects, and creating textures for others. I modeled and textured an old wireless phone, and an electrical breaker using Maya 2011. I also created textures for in-game paintings.
Final Thoughts
I am grateful for all that I've learned on this project. Picking up Adobe Illustrator, learning better methods of asset creation and research, and the chance to keep practicing my 2D art skills were all invaluable experiences. However, despite how proud I am of the project and how well everything turned out, I now regret that I chose not to be a programmer for this project at the time. I feel that had I chosen the other path, I could have learned even more, especially regarding game programming skills. Tales From the Minus Lab was an incredibly large student project, and even the engine was built from scratch. When I think back in retrospect, I may have had the chance to learn more as a programmer in this project than I did as an artist. Nevertheless, it's in the past, and I will continue to take from this experience all that I can.
I am grateful for all that I've learned on this project. Picking up Adobe Illustrator, learning better methods of asset creation and research, and the chance to keep practicing my 2D art skills were all invaluable experiences. However, despite how proud I am of the project and how well everything turned out, I now regret that I chose not to be a programmer for this project at the time. I feel that had I chosen the other path, I could have learned even more, especially regarding game programming skills. Tales From the Minus Lab was an incredibly large student project, and even the engine was built from scratch. When I think back in retrospect, I may have had the chance to learn more as a programmer in this project than I did as an artist. Nevertheless, it's in the past, and I will continue to take from this experience all that I can.